

Shader "AlphaShaders/AlphaZShader"
{
    Properties
    {
        _Color ("Color Tint", Color) = (1, 1, 1, 1)
		_MainTex ("Main Tex", 2D) = "white" {}
		_AlphaScale("Alpha Scale",Range(0,1))=1

    }
        SubShader
    {
        Tags {"Queue"="Transparent""IgnoreProjector"="True""RenderType"="Transparent" }

        Pass
        {
        Zwrite On
        ColorMask 0
        }

        Pass
        {
            Tags { "LightMode" = "ForwardBase" }

            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            CGPROGRAM

            #pragma vertex vert
            #pragma fragment frag


            //#include "UnityCG.cginc"
            #include "Lighting.cginc"

            fixed4 _Color;
            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _AlphaScale;
            


            struct a2v
            {
                float4 vertex : POSITION;
                float3 normal:NORMAL;
                float4 texcoord:TEXCOORD0;
            };

            struct v2f
            {              
                float4 pos : SV_POSITION;
                float3 worldNormal:TEXCOORD0;
                float3 worldPos:TEXCOORD1;
				float2 uv : TEXCOORD2;
            };


            v2f vert (a2v v)
            {
                v2f o;
                o.pos = UnityObjectToClipPos(v.vertex);
                
                o.worldNormal = UnityObjectToWorldNormal(v.normal);  
				o.worldPos=mul(unity_ObjectToWorld,v.vertex).xyz;

                o.uv=TRANSFORM_TEX(v.texcoord,_MainTex);

                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed3 worldNormal=normalize(i.worldNormal);
                fixed3 worldLightDir=normalize(UnityWorldSpaceLightDir(i.worldPos));

                fixed4 texColor=tex2D(_MainTex,i.uv);


                fixed3 albedo=texColor.rgb*_Color.rgb;
                fixed3  ambient = UNITY_LIGHTMODEL_AMBIENT.xyz*albedo;

                fixed3 diffuse = _LightColor0.rgb * albedo * max(0,dot(worldNormal, worldLightDir));


                return fixed4(ambient + diffuse, texColor.a*_AlphaScale);
            }
            ENDCG
        }
    }
        FallBack "Diffuse"
}

